DOCUMENTATION
Stylized Beach Environment Pack
TECHNICAL DESCRIPTION
Includes:
- 41 modular house meshes
- 17 modular lighthouse meshes
- 41 modular restaurant meshes
- 11 plants / trees
- 1 roads / road assets
- 5 rocks
Materials:
- 125 materials / instanced materials
- 2 Material Functions
- 2 Water Materials / 2 Decals
Textures:
- 241 textures
Blueprints:
- Bridge Spline Mesh
- Bridge Pillar with Rope System
- Cabinet
- Counter
- Dock
- House
- Restaurant
- Lighthouse
- Doors (House/Restaurant/Lighthouse)
- Sky Sphere
- Stairs
- Stool
- String Light
- Restaurant Table Chair / Beach Table Chair
- Water
Features:
- Stylized Modular House.
- Stylized Restaurant.
- Stylized Lighthouse
- Stylized Dock / Pier.
- Stylized Store.
- Stylized Beach Assets / Props
- Stylized Road Assets.
- Stylized Plants / Trees.
- Stylized Rocks.
- Ready to use.
Overview Map: Yes
Number of Unique Meshes: 165
Number of blueprints: 26
Collision: Yes, Automatically Generated
Vertex Count: from 4 to 8602
LODs: Yes, Automatically Generated
Number of Materials and Material Instances: 130
Number of Textures: 292
Texture Resolutions:
- 1024x1024 to 4096x4096
Texture Style: PBR (Diffuse, Normal, Metalness, Roughness, Ambient Occlusion)
Supported Target Build Platforms: 5.2+
NOTE: THIS PARAMETERS / PLUGINS NEED TO BE ENABLED IN UNREAL ENGINE 5.2+
Project Settings
THIS PARAMETER NEED TO BE ENABLED IN UNREAL ENGINE 5.2+
Generate Mesh Distance Field in Project Settings > Engine > Rendering > Software Ray Tracing, to the stylized water works properly.
Enable Virtual Texture Support in Project Settings > Engine > Rendering > Virtual Textures.
OPTIONAL PARAMETER TO BE ENABLED
Use Hardware Ray Tracing when available in Project Settings > Engine > Rendering > Lumen.
Support Hardware Ray Tracing in Project Settings > Engine > Rendering > Hardware Ray Tracing.
Ray Traced Shadows in Project Settings > Engine > Rendering > Hardware Ray Tracing.
Ray Traced Skylight in Project Settings > Engine > Rendering > Hardware Ray Tracing.
LANDSCAPE AUTO MATERIAL / PCG LANDSCAPE
AUTO LANDSCAPE MATERIAL
This auto landscape material automatically add grass, sand, wet sand, rocks, and it is possible paint dirt and grass with flowers. This will influence in the Landscape PCG.
Physical Surface
Choose one of the two options to add the physical surfaces to your project.
Option A
Add this line of code to the DefaultEngine.ini:
This will ensure the physical surface types are designated.
[/Script/Engine.PhysicsSettings] +PhysicalSurfaces=(Type= SurfaceType1,Name="Grass") +PhysicalSurfaces=(Type= SurfaceType2,Name="Rock") +PhysicalSurfaces=(Type= SurfaceType3,Name="SandWet") +PhysicalSurfaces=(Type= SurfaceType4,Name="Sand") +PhysicalSurfaces=(Type= SurfaceType5,Name=" GrassCloverFlowers") +PhysicalSurfaces=(Type= SurfaceType6,Name="Dirt") +PhysicalSurfaces=(Type= SurfaceType7,Name="Asphalt") +PhysicalSurfaces=(Type= SurfaceType8,Name="Tiles")
Option B
Go to project setings and add all the Physical Surface in:
Project Settings>Engine>Physics>PhysicalSurface.
- Grass
- Rock
- SandWet
- Sand
- GrassCloverFlowers
- Dirt
- Asphalt
- Tiles
- This surface will be needed in Auto Landscape Material.
- Which will be detected the physical surface in PCGB_PhysMat blueprint
- Which will be filtered in PCG_LandscapeGenerator to spawn the 3d meshes.
Settings
- To paint grass with flowers or dirt, you need to select the desired material and used the landscape paint tool.
PROCEDURAL LANDSCAPE GENERATION
Procedural Content Generation (PCG) - It is a plugin to Unreal Engine 5.2+ to generate procedural content in realtime. Whe created a PCG Graph to generate automatically all the landscape assets.
PROCEDURAL CONTENT GENERATION TOOLS
PROCEDURAL HOUSE GENERATION
This tool allows you to create a variety of different houses.
Settings
- Button: Enable runtime generations: Used to enable the runtime generation.
- Button: Disable runtime generations: Real-time generation can be turned off once personalization is complete to enhance performance in game.
- Button: Generate Procedural House: If the runtime generation is disable you can procedural generate manually.
- Check Box: Ground Floor Enabled: Used to enable and disable ground floor.
- Depth / Width / Height: Used to increase and decrease the depth,width,and height of the house.
PROCEDURAL DOCK GENERATION
This tool allows you to create a variety of different docks.
Settings
- Button: Enable runtime generations: Used to enable the runtime generation.
- Button: Disable runtime generations: Used to disable the runtime generation.
- Button: Generate Procedural House: If the runtime generation is disable you can procedural generate manually.
- String Light Enabled: Used to enable / disable the string lights.
- Disable Middle Pillars: Used to enable / disable base middle pillars.
- Depth / Width / Height: Used to increase and decrease the depth,width,and height of the house.
Additional Settings (Front / Back / Left / Right)
- Add fence to the pier: Used to enable / disable the fence in the pier.
- Additionals: Used to select if you want to add a pier, stair or disable.
- Stair type: Used to select the stair type.
- Enable stair in the pier: Used to enable / disable stair in the pier.
- Stair / Pier Position: Used to select the stair / pier position.
- Stair / Pier Height: Used to select the stair / pier height.
- Pier Depth: Used to increase / decrease the pier depth.
PROCEDURAL STRING LIGHTS GENERATION
This tool allows you to create a string light.
Settings
- Button: Enable runtime generations: Used to enable the runtime generation.
- Button: Disable runtime generations: Real-time generation can be turned off once personalization is complete to enhance performance in game.
- Button: Generate Procedural String Light: If the runtime generation is disable you can procedural generate manually.
- Depth / Width / Height: Used to increase and decrease the depth,width,and height of the house.
BRIDGE SPLINE MESH / BRIDGE PILLAR (ROPE)
With these blueprints you can create a procedural bridge and create a pillar system connecting ropes with physics.
PROCEDURAL LIGHTHOUSE
With these blueprints you can create a procedural lighthouse and change the doors position.
PROCEDURAL RESTAURANT
With these blueprints you can create a Procedural Restaurant.
PROCEDURAL STAIR GENERATION
With these blueprints you can create a procedural stair.
BLUEPRINTS
The pack has many blueprints to speed up the game development.
DOORS
All 3 doors open / close automatically when character is close.
CABINET
Can choose between 3 types of cabinets.
COUNTER
Can choose between 2 types of counters
STOOL
Randomize the stool rotation and sit height.
Settings
- Randomize the stool rotation and sit height.
RESTAURANT TABLE / CHAIR
Randomize the table / chair rotation and select the tablecloth.
BEACH TABLE / CHAIR
Randomize the table / chair rotation and select the tablecloth.
SKYSPHERE
Can generate a stylized sky sphere.
Settings
- Refresh Material: Used to update the skyphere material when have changed the directional light rotation.
- Directional Light Actor: Select the main directional light.
- Color Determined by sun position: Enable / Disable
- Sun brightness: Increase / decrease the sun brightness.
- Cloud speed: Increase / decrease the cloud speed.
- Cloud Opacity: Increase / decrease the cloud opacity.
- Star brightness: Increase / decrease the stars brightness.
- Sun height: Increase / decrease the sun height.
- Horizon falloff: Increase / decrease horizon falloff
- Color configuration: Zenith color / Horizon Color / Cloud Color / Overall Color
DAY / NIGHT CYCLE
A simple day night cycle to give to your game lfe.
Settings
- Cycle Speed: This value will be increase the cycle speed.
- Set Lights Enabled: Will enable and disable the environment automaticaly.
- Disable Day/Night Cycle: Will disable the system.
- Sun Light: Need to set the light that will be tha main light.
- Night Light: Need to set a night light and after the configuration set visibility false.
- Sky Sphere: Set the main sky sphere mesh.
- Day Post Process: Need to select the postprocess used in day time.
- Night Post Process: Need to select the postprocess used in night time.
- All this arrays will be populated automaticaly. Road Post Light, Bridge Pillars, Counters, Pendant Lights, String Lights, Docks, Stores, Lighthouses, Restaurants.